 // window.addEventListener("load", start, false);
 var isfinding = false
 var sphereRad = 90;
 var radius_sp = 1.5;
 var opt_display_dots = false;

 var unicodeFlakes = ['我', '蒌', '火', '的', '山', '首', '页', '嫖', '是', '肺', '化', '?', '化', '?', '符', '?', '是', '原', '子',
     '序', '?', '是', '它', '是', '肺', '灰', '白', '色', '?', '金', '?', '有', '光', '?', '冱', '硬', '?', '於', '碳', '族',
     '化', '?', '性', '冱', '陪', '同', '族', '的', '遽', '陪', '矽', '相', '共', '有', '五', '肺', '同', '位', '素', '?', '?',
     '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '才', '菜', '参', '餐', '层', '茶', '差', '长', '常',
     '场', '唱', '超', '车', '成', '城', '程', '吃', '店', '定', '订', '丢', '东', '冬', '懂', '动', '都', '读', '独', '度', '短',
     '对', '多', '饿', '儿', '而', '发', '法', '反', '饭', '方', '房', '放', '飞', '非', '费', '分', '份', '风', '封', '夫', '服',
     '附', '父', '复', '该', '改', '干', '感', '刚', '高', '告', '哥', '歌', '格', '个', '给', '号', '喝', '和', '河', '贺', '黑',
     '很', '红', '后', '候', '湖', '护', '花', '化', '画', '话', '坏', '欢', '还', '换', '黄', '回', '会', '婚', '活', '火', '或',
     '机', '鸡', '级', '极', '急', '际', '济', '继', '寄', '加', '家', '假', '价', '力', '历', '丽', '联', '凉', '两', '亮', '谅',
     '辆', '了', '林', '零', '六', '楼', '路', '录', '旅', '妈', '马', '码', '吗', '买', '卖', '满', '慢', '忙', '猫', '毛', '贸',
     '么', '没', '每', '美', '妹', '米', '面', '民', '明', '末', '母', '目', '拿', '哪', '那', '奶', '男', '南', '难', '脑', '呢',
     '能', '你', '年', '念', '鸟', '您', '牛', '农', '努', '女', '暖', '欧', '怕', '乓', '旁', '胖', '跑', '朋', '片', '漂', '票',
     '乒', '平', '期', '其', '奇', '骑', '起', '气', '汽', '千', '前', '签', '轻', '清', '情', '请', '秋', '球', '区', '取', '去',
     '趣', '全', '然', '让', '首', '售', '书', '术', '树', '双', '谁', '水', '睡', '说', '司', '思', '死', '四', '送', '诉', '算',
     '虽', '岁', '孙', '所', '他', '她', '它', '台', '太', '谈', '汤', '堂', '套', '特', '踢', '提', '题', '体', '天', '填', '条',
     '铁', '听', '厅', '庭', '通', '同', '头', '图', '外', '玩', '完', '晚', '万', '王', '网', '往', '忘', '望', '卫', '为', '位',
     '文', '我', '卧', '五', '午', '务', '物', '西', '吸', '希', '息', '习', '牙', '亚', '烟', '言', '羊', '阳', '样', '药', '要',
     '也', '业', '夜', '一', '衣', '医', '已', '以', '易', '意', '因', '音', '印', '银', '应', '英', '影', '硬', '用', '邮', '油',
     '游', '友', '有', '又', '右', '鱼', '愉', '雨', '语', '元', '员', '园', '原', '远', '院', '愿', '月', '在', '早', '怎', '张',
     '找', '照', '者', '这', '真', '正', '证', '知', '只', '之', '直', '止', '纸', '至', '治', '中', '钟', '种', '重', '周', '洲',
     '主', '住', '助', '祝', '注', '专', '准'
 ];

 //for debug messages
 var Debugger = function () {};
 Debugger.log = function (message) {
     try {
         console.log(message);
     } catch (exception) {
         return;
     }
 }
 

 function canvasSupport() {
     return Modernizr.canvas;
 }

 function canvasApp() {
     if (!canvasSupport()) {
         return;
     }

     var theCanvas = document.getElementById("canvasOne");
     var context = theCanvas.getContext("2d");

     var displayWidth;
     var displayHeight;
     var timer;
     var wait;
     var count;
     var numToAddEachFrame;
     var particleList;
     var recycleBin;
     var particleAlpha;
     var r, g, b;
     var fLen;
     var m;
     var projCenterX;
     var projCenterY;
     var zMax;
     var turnAngle;
     var turnSpeed;
     var sphereCenterX, sphereCenterY, sphereCenterZ;
     var particleRad;
     var zeroAlphaDepth;
     var randAccelX, randAccelY, randAccelZ;
     var gravity;
     var rgbString;
     //we are defining a lot of variables used in the screen update functions globally so that they don't have to be redefined every frame.
     var p;
     var outsideTest;
     var nextParticle;
     var sinAngle;
     var cosAngle;
     var rotX, rotZ;
     var depthAlphaFactor;
     var i;
     var theta, phi;
     var x0, y0, z0;

     init();

     // INITIALLI
     function init() {
         wait = 1;
         count = wait - 1;
         numToAddEachFrame = 4;

         //particle color
         r = 0;
         g = 137;
         b = 200;

         rgbString = "rgba(" + r + "," + g + "," + b +
             ","; //partial string for color which will be completed by appending alpha value.
         particleAlpha = 1; //maximum alpha

         displayWidth = theCanvas.width;
         displayHeight = theCanvas.height;

         fLen = 320; //represents the distance from the viewer to z=0 depth.

         //projection center coordinates sets location of origin
         projCenterX = displayWidth / 2;
         projCenterY = displayHeight / 2;

         //we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer).
         zMax = fLen - 2;

         particleList = {};
         recycleBin = {};

         //random acceleration factors - causes some random motion
         randAccelX = 0.1;
         randAccelY = 0.1;
         randAccelZ = 0.1;

         gravity = -
             0; //try changing to a positive number (not too large, for example 0.3), or negative for floating upwards.

         particleRad = 2.5;

         sphereCenterX = 0;
         sphereCenterY = 0;
         sphereCenterZ = -3 - sphereRad;

         //alpha values will lessen as particles move further back, causing depth-based darkening:
         zeroAlphaDepth = -750;

         turnSpeed = 2 * Math.PI /
             600; //the sphere will rotate at this speed (one complete rotation every 1600 frames).
         turnAngle = 0; //initial angle

         timer = setInterval(onTimer, 10 / 24);
     }

     function onTimer() {
         //if enough time has elapsed, we will add new particles.		
         count++;
         if (count >= wait) {

             count = 0;
             for (i = 0; i < numToAddEachFrame; i++) {
                 theta = Math.random() * 2 * Math.PI;
                 phi = Math.acos(Math.random() * 2 - 1);
                 x0 = sphereRad * Math.sin(phi) * Math.cos(theta);
                 y0 = sphereRad * Math.sin(phi) * Math.sin(theta);
                 z0 = sphereRad * Math.cos(phi);

                 //We use the addParticle function to add a new particle. The parameters set the position and velocity components.
                 //Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
                 //it becomes unstuck).
                 var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002 * x0, 0.002 * y0, 0.002 * z0);

                 //we set some "envelope" parameters which will control the evolving alpha of the particles.
                 p.attack = 50;
                 p.hold = 50;
                 p.decay = 100;
                 p.initValue = 0;
                 p.holdValue = particleAlpha;
                 p.lastValue = 0;

                 //the particle will be stuck in one place until this time has elapsed:
                 p.stuckTime = 90 + Math.random() * 20;

                 p.accelX = 0;
                 p.accelY = gravity;
                 p.accelZ = 0;
             }
         }

         //update viewing angle
         turnAngle = (turnAngle + turnSpeed) % (2 * Math.PI);
         sinAngle = Math.sin(turnAngle);
         cosAngle = Math.cos(turnAngle);

         //background fill
         context.fillStyle = "#fff";
         context.fillRect(0, 0, displayWidth, displayHeight);

         //update and draw particles
         p = particleList.first;
         while (p != null) {
             //before list is altered record next particle
             nextParticle = p.next;

             //update age
             p.age++;

             //if the particle is past its "stuck" time, it will begin to move.
             if (p.age > p.stuckTime) {
                 p.velX += p.accelX + randAccelX * (Math.random() * 2 - 1);
                 p.velY += p.accelY + randAccelY * (Math.random() * 2 - 1);
                 p.velZ += p.accelZ + randAccelZ * (Math.random() * 2 - 1);

                 p.x += p.velX;
                 p.y += p.velY;
                 p.z += p.velZ;
             }

             /*
             We are doing two things here to calculate display coordinates.
             The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
             x and z (but the y coordinate will not change).
             Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
             */
             rotX = cosAngle * p.x + sinAngle * (p.z - sphereCenterZ);
             rotZ = -sinAngle * p.x + cosAngle * (p.z - sphereCenterZ) + sphereCenterZ;
             m = radius_sp * fLen / (fLen - rotZ);
             p.projX = rotX * m + projCenterX;
             p.projY = p.y * m + projCenterY;

             //update alpha according to envelope parameters.
             if (p.age < p.attack + p.hold + p.decay) {
                 if (p.age < p.attack) {
                     p.alpha = (p.holdValue - p.initValue) / p.attack * p.age + p.initValue;
                 } else if (p.age < p.attack + p.hold) {
                     p.alpha = p.holdValue;
                 } else if (p.age < p.attack + p.hold + p.decay) {
                     p.alpha = (p.lastValue - p.holdValue) / p.decay * (p.age - p.attack - p.hold) + p.holdValue;
                 }
             } else {
                 p.dead = true;
             }

             //see if the particle is still within the viewable range.
             if ((p.projX > displayWidth) || (p.projX < 0) || (p.projY < 0) || (p.projY > displayHeight) || (rotZ >
                     zMax)) {
                 outsideTest = true;
             } else {
                 outsideTest = false;
             }

             if (outsideTest || p.dead) {
                 recycle(p);
             } else {
                 //depth-dependent darkening
                 depthAlphaFactor = (1 - rotZ / zeroAlphaDepth);
                 depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor < 0) ? 0 : depthAlphaFactor);
                 context.fillStyle = rgbString + depthAlphaFactor * p.alpha + ")";
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 context.fillText(p.flake, p.projX, p.projY);
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 /*ADD TEXT function!*/
                 //draw
                 context.beginPath();
                 if (opt_display_dots) {
                     context.arc(p.projX, p.projY, m * particleRad, 0, 2 * Math.PI, false);
                 }
                 context.closePath();
                 context.fill();
             }

             p = nextParticle;
         }
     }

     function addParticle(x0, y0, z0, vx0, vy0, vz0) {
         var newParticle;
         var color;


         //check recycle bin for available drop:
         if (recycleBin.first != null) {
             newParticle = recycleBin.first;
             //remove from bin
             if (newParticle.next != null) {
                 recycleBin.first = newParticle.next;
                 newParticle.next.prev = null;
             } else {
                 recycleBin.first = null;
             }
         }
         //if the recycle bin is empty, create a new particle (a new ampty object):
         else {
             newParticle = {};
         }

         //add to beginning of particle list
         if (particleList.first == null) {
             particleList.first = newParticle;
             newParticle.prev = null;
             newParticle.next = null;
         } else {
             newParticle.next = particleList.first;
             particleList.first.prev = newParticle;
             particleList.first = newParticle;
             newParticle.prev = null;
         }

         //initialize
         newParticle.x = x0;
         newParticle.y = y0;
         newParticle.z = z0;
         newParticle.velX = vx0;
         newParticle.velY = vy0;
         newParticle.velZ = vz0;
         newParticle.age = 0;
         newParticle.dead = false;

         newParticle.flake = unicodeFlakes[Math.floor(Math.random() * unicodeFlakes.length)];
         if (Math.random() < 0.5) {
             newParticle.right = true;
         } else {
             newParticle.right = false;
         }
         return newParticle;
     }

     function recycle(p) {
         //remove from particleList
         if (particleList.first == p) {
             if (p.next != null) {
                 p.next.prev = null;
                 particleList.first = p.next;
             } else {
                 particleList.first = null;
             }
         } else {
             if (p.next == null) {
                 p.prev.next = null;
             } else {
                 p.prev.next = p.next;
                 p.next.prev = p.prev;
             }
         }
         //add to recycle bin
         if (recycleBin.first == null) {
             recycleBin.first = p;
             p.prev = null;
             p.next = null;
         } else {
             p.next = recycleBin.first;
             recycleBin.first.prev = p;
             recycleBin.first = p;
             p.prev = null;
         }
     }
 }